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Darren9

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Everything posted by Darren9

  1. Unfortunately the Kraken is highly skilled at disabling IR and KAS, I'd send something more reliable. Anyway, I finished the Loader-Mech and updated with a new demonstration video and .craft in the OP.
  2. I can move that speed record forward a bit with the old Star Trek Nacelles, they wouldn't accept my entry in the Kerbal-Hot-Rod-Association-Drag-Racing thread but it made 1242m/s on the runway.
  3. Utterly brilliant. Are you just activating action groups with Autohotkey? I've got Autoit (a Autohotkey branch) but decided to do it in kOS because I though there could be some input lag from outside KSP, have you noticed any?
  4. Thanks, unfortunately it does care about the CoM, when it moves away from center the joints bend slightly so it leans in that direction which means the next step the grapple grabs at a slight angle and so on, and so on until it's quite a bad lean. I think I'll need double rotators on the feet to turn and also adjust the lean, I'll update it if anything works. And I need to say again, it's not my idea, I stole it from soulreaver.
  5. I managed to get KAS Grapple feet working in a walk script, just need to stop it slowly tilting forward when the arms are extended.
  6. I did have grand plans for a game of robot football, unfortunately it seems I can never catch up to the ball again after the first nudge
  7. Thanks, kOS still only controls action groups and not IR directly. The aliens mech grabs the floor to balance with some sort of magnetic feet, it could be possible with the KAS grabber or claw parts to make one.
  8. MINI-MECH Ever wanted to save the dock from the machines in an all-guns robot mech? Well, not today. You can however wobble around the Kerbal Space Center slowly while destroying anything that's close enough with quad-dual (that's eight) fifty cal' cannons in a mini-Mech. Blatantly stolen from Soulreavers Exoskeleton and here today, free for a limited period - Get them before they fall over! Walks without SAS/Reaction Wheels with an included kOS unit and script, other actions (raise lower arms/legs, turn left/right, rotate upper body, gun angle) can be made while walking or stationary through the IR servo control window. Action Group 1 - Start/Stop walking Action Group 2 - Activate/deactivate guns and mouse aim. Foot L/R - Changes direction while walking (needs to be timed to steps). It's recommended to set arm and leg height to half way when attempting to walk. Action Groups 5-9 are taken by the kOS walk script, you probably shouldn't activate them manually. WARNING - RECOVERY AFTER A FALL IS VIRTUALLY IMPOSSIBLE - stay off steep slopes or rough terrain. Several mods are required for successful operation, newer versions where available should still function correctly. BahamutoDs Armory (version 0.4.1) TweakScale (version 1.35) Infernal Robotics (version 0.18.4) Infernal Robotics Rework (Robotic) (revision 10) Procedural Wing (version 0.8) Quantum Strut Continued (version 1.1) kOS Autopilot (version 0.13.1) Note to existing kOS users, a boot.txt is included. Remove it and load Walker5.txt if you don't want it. The .zip includes the craft file and a folder containing kOS scripts. IMPORTANT, put the "Archive" folder in "Plugins/PluginData" in the main KSP directory, not in GameData. Put the craft file in the VAB/SPH of an existing save. MiniMech.zip LOADER-MECH Ever wanted to load up your dropship and later do mech to claw combat with a vicious alien? Well, not today. You can however move around easily on reasonably rough terrain and complete possibly useful tasks such as picking something up and putting it down somewhere over there with a Loader Mech. Blatantly stolen from Soulreavers Exoskeleton and here today, free for a limited period - Get them before the KAS feet explode! Walks forwards/backwards with the help of SAS/Reaction Wheels and an included kOS unit and script, other actions (raise lower arms/legs, turn left/right, lean back) can be made while walking or stationary through the IR servo control window. I had to reduce the attach force of the KAS Grabber to enable walking for a small vehicle, a ModuleManager patch is included. Action Group 1 - Start/Stop walking forwards Action Group 2 - Start/Stop walking backwards Foot L/R - Changes direction while walking (if you want to turn while not walking release the rear foot grabber manually). Action Group 3 - Release hand Grabbers. It's highly recommended to stop walking forwards before attempting to walk backwards (and vice versa). Two 0.625m SAS units are included, it's recommended to activate SAS and apply a counter-force to whichever way the mech starts leaning (WSADQE), it's important to keep it stood up straight. IMPORTANT - Before walking set the "Hip Rotate" servo group speed to 2 Several mods are required for successful operation, newer versions where available should still function correctly. TweakScale (version 1.4) Infernal Robotics (version 0.18.4) Infernal Robotics Rework (Robotic, revision 10) and (Structural Parts) Kerbal attachment System (32 & 64bit fix in this post) FireSpitter (version .6.3.4) B9 Aerospace Repack (or original version) Mechjeb (version 2.3.1) kOS Autopilot (version 0.13.1) Note to existing kOS users, a boot.txt is included. Remove it and load Mech1.txt if you don't want it. The .zip includes the craft file and a folder containing kOS scripts. IMPORTANT, put the "Archive" folder in "Plugins/PluginData" in the main KSP directory, not in GameData. Put the craft file in the VAB/SPH of an existing save. And also a MM patch to reduce the needed attach force of the KAS grapple to 0.1, put "Grapple_Reduce.cfg" in the "GameData" folder, remove it to return to original. Loader_Mech.zip
  9. It was the second example I was after, understanding the first will also be very useful. Thanks for taking the time to explain it to me
  10. Unfortunately I couldn't make that work, there's a ";"it doesn't like (I changed it to a "."), and "ag01 isn't defined as a variable" (I changed those to "ag1") and then it runs but exits immediately. And I still wouldn't have a clue how to include the "ON AG1". I understand "ON AG1 { dostuff. }", but not how I'd make it loop the "do stuff" until another AG1 and then go back to the first "ON AG1".And thanks for both of your help.
  11. I haven't done any programming until now and I'm having difficulty doing what I want with this great mod, I've read most of the wiki and I can get a rocket to orbit but the particular thing I'd like to control is a walker that walks by IR joints activated with various action groups with various timings. I've got the Toggle AG's and Wait's in between them working as a string of commands that takes two steps forward. I left AG1 blank to use as an input to make it take repeated two step cycles. I've looked at ON AG1, or WHEN AG1=1 THEN, UNTIL, and I'm perplexed. How would I make a script that runs my string of walk commands in a loop when AG1 is pressed once and stops when it's pressed again (must complete the last loop fully), but doesn't stop there and resets so it's waiting for the next AG1 to start looping the walk commands again (continually running while the vessel is active). Any pointers will be greatly appreciated, cheers Darren9.
  12. My Mech, copied from your exoskeleton idea really, is taking shape. Has no SAS/reaction wheels at all and walks with balance and a kOS script at the moment, I'll make a thread when its finished.
  13. Well it was optimistic but the track's called Robots. Anyway, I fitted a kOS unit and its up to 23.077 steps per minute, unfortunately I didn't have a slow waltz to hand so there's no music with this one
  14. Thanks, it was practice and adjusting the arm/mid min/max angles until it stood on one leg.
  15. I made a mech, works without reaction wheels or other mysterious forces, can walk, turn and most importantly blow things up. I'm looking forward to the Foldatrons, I think they'll make better arms and legs
  16. There was already jet engines, rockets, pods, cockpits, wings, struts and even resource mining/collection, and then people made more of them still to do the same thing with a different model. I can't see why your in this thread with "been done" negativity and not practically every other release.
  17. I've got a couple of walkers, first is another, um, suspect device, using repulsors this time instead of the magical reaction wheels to stay up and the second can walk with no reaction wheels or any other mysterious forces.
  18. I got one to walk without reaction wheels using arms/body to move the CoM over each foot, can walk forward with just two action groups. A similar action for that small one may be the simplest you'll get, otherwise it looks like a nightmare of individual joint control to make him balance.
  19. Some nice tanks there I've been experimenting with "magic" hands as a way to get around
  20. I can confirm some savage power drain, around 120 per sec for two repulsors and the normal and surface are the same. I had to load up seven fuel cells to stay up
  21. ^ There aren't any new parts released yet, Lo-Fi said it's just easy tweaks left before the test version of the surface attach repulsor is done so quite soon I think. That's the test one miniaturized and clipped inside procedural-parts fuel tanks, they don't like going inside other parts very much.
  22. I thought the same about Kerbal Foundries and metal until I remembered Global Foundries are silicon chip fabrication. I made a Speeder as well to go with the pod racer, I'm not sure how I'll fit a power supply into it once the repulsors need some energy to run.
  23. ^ Yep, I have nothing against config bashing either, the first thing I did with repulsors was make them smaller and not weight half a ton. I just didn't expect to see them again, I thought they disappeared with Spaceport, I do still have a set though, very useful for getting places.
  24. You should ban SAS and maybe limit reaction wheels as well because those two together can overcome a shaky hand
  25. Maybe there should be some points for smallest mass or size? Otherwise it seems more points available for the largest that'll go the furthest.
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